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Special Rules

Contents
Cult Mechanicus Special Rules
• Canticles of the Omnissiah
‣ Benediction of Omniscience
‣ Chant of the Remorseless Fist
‣ Incantation of the Iron Soul
‣ Invocation of Machine-might
‣ Litany of the Electromancer
‣ Shroudpsalm
Special Rules
• Burst Pistol
• Cognis Flamewall
• Cognis Weapons
• Dataspike
• Deflagrate
• Electroleech
• Gravitic Contortion
• Heavy Battle Servitors
• Iron Grasp
• Kastelan Battle Protocols
• Luminagen
• Master of Machines
• Repulsor Grid
• Shock
• Siphoned Vigour
• 
Artificer Self-repair Mechanisms
• 
Canticles of the Archmagos
Cult Mechanicus Special Rules
‣ Harmony of Metalurgy
‣ Utterance of Neutralisation
‣ War Hymnal of Fortitude
Special Rules
• 
Machine Scourge
• 
Quantum Paradox
• 
Awaken the Machine
• 
Blessing of the Omnissiah
• 
Mindlock
Tactical Objectives
Warlord Traits
This section details army special rules including Cult Mechanicus Special Rules, Tactical Objectives and Warlord Traits.

Cult Mechanicus Special Rules


Canticles of the Omnissiah

In times of war, the disciples of the Omnissiah incant complex war-blessings. These are as much optimisation subroutines as they are expressions of faith in their all-knowing, all-comprehending deity.
At the start of each of your turns, you can choose one Canticle of the Omnissiah from the list below. The effects of each Canticle last until the start of your next turn. Unless otherwise stated, each Canticle can only be used once during the game.

The strength of each Canticle varies according to the number of units performing it. At the start of your turn, add up the number of friendly units on the battlefield that have the Canticles of the Omnissiah special rule and apply the appropriate level of effect. Do not include units that are Falling Back in this total. Once a Canticle has been activated it remains at that level of effect until the beginning of your next turn, even if the number of units performing it changes during that turn.

The following special rules and characteristic modifiers apply to all friendly units with the Canticles of the Omnissiah special rule.

Benediction of Omniscience

Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.

UnitsEffects
1-3Re-roll failed To Hit rolls of 1 when making shooting attacks. 
4-7Re-roll failed To Hit rolls of 1 or 2 when making shooting attacks. 
8+Re-roll all failed To Hit rolls when making shooting attacks. 

Chant of the Remorseless Fist

In spitting out a staccato chant to the Motive Force, the faithful warriors of the Cult Mechanicus are filled with merciless surety as well as intent.

UnitsEffects
1-3Re-roll failed To Hit rolls of a 1 when making close combat attacks. 
4-7Re-roll failed To Hit rolls of a 1 or a 2 when making close combat attacks. 
8+Re-roll all failed To Hit rolls when making close combat attacks. 

Incantation of the Iron Soul

Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.

UnitsEffects
1-3Stubborn
4-7Stubborn, and must re-roll all failed Morale, Fear and Pinning tests. 
8+Fearless

Invocation of Machine-might

The Tech-Priests lead their minions in a binharic prayer that sends miraculous strength surging through tendons, wires and pistons.

UnitsEffects
1-3+1 Strength. 
4-7+2 Strength. 
8++3 Strength. 

Litany of the Electromancer

Summoning the spark of the Machine God's divinity that burns within them, the Omnissiah’s faithful manifest blazing auras of energy that lay low the unbeliever.

UnitsEffects
1-3Enemy units suffer a single Strength 4 AP- hit for each model with the Canticles of the Omnissiah special rule in units that they are locked in combat with, resolved at the Initiative 10 step of the Fight sub-phase
4-7Enemy units suffer two Strength 4 AP- hits for each model with the Canticles of the Omnissiah special rule in units that they are locked in combat with, resolved at the Initiative 10 step of the Fight sub-phase
8+Enemy units suffer three Strength 4 AP- hits for each model with the Canticles of the Omnissiah special rule in units that they are locked in combat with, resolved at the Initiative 10 step of the Fight sub-phase

Shroudpsalm

Robot, servitor and priest shift their binharic emissions into the visible spectra, the static pouring from their vox-grilles manifesting as an electromagnetic storm that hides them from the foe.

UnitsEffects
1-3Stealth
4-7Shrouded
8+Stealth and Shrouded

Special Rules


Burst Pistol

A weapon with this special rule fires five shots when fired, but is otherwise treated as a Pistol.

Cognis Flamewall

If a Flamer weapon with the Cognis Flamewall special rule fires Overwatch using the Wall of Death rule, it automatically inflicts 3 hits rather than D3.

Cognis Weapons

When a model makes Snap Shots (including Overwatch) with a weapon that has the Cognis Weapons special rule, its Ballistic Skill is counted as being 2 instead of 1. If a Flamer weapon with this special rule fires Overwatch using the Wall of Death rule, it automatically inflicts 3 hits rather than D3.

Dataspike

When a model equipped with a weapon that has this special rule makes Melee attacks, it makes an additional attack with this weapon at the Initiative 10 step. This does not grant the model an additional Pile In move.

Deflagrate

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Strength 6 AP5 hits on the same unit equal to the number of unsaved Wounds. Models in the target unit must still be in range in order for these additional hits to take effect. Any further Wounds caused as a result of this special rule do not cause any further hits.

Electroleech

Any To Wound roll of 6 made by an electroleech stave has the Instant Death special rule.

Gravitic Contortion

Each time a non-vehicle model suffers an unsaved Wound from this weapon, it loses D3 Wounds instead of only 1. Each time a vehicle model suffers a penetrating hit from this weapon, it loses D3 Hull Points instead of only 1.

Heavy Battle Servitors

Models with this special rule cannot make Run moves, but can fire up to two weapons in each Shooting phase. Furthermore, models with this special rule count as stationary when firing Heavy or Salvo weapons, even if they moved in the previous Movement phase, and are allowed to charge in the same turn they fire Rapid Fire, Heavy or Salvo weapons.

Iron Grasp

When a model equipped with a hydraulic claw makes its close combat attacks, it can choose instead to make a single Grasp Attack. If it does so, roll To Hit as normal, but resolve the Attack at double the model’s Strength (to a maximum of 10) and AP2.

Kastelan Battle Protocols

Kastelan Robots always begin the game with the Aegis Protocol active (see below). You can select a new Battle Protocol at the end of any of your turns, so long as a Kastelan Robot Maniple has a Cybernetica Datasmith in the unit. However, the new Battle Protocol does not become active until the start of your next turn; the unit’s current Battle Protocol remains active until then. When a new Battle Protocol becomes active at the start of your turn, it immediately replaces the former Battle Protocol’s special rules.
  • Conqueror Protocol: All Kastelan Robots in the unit double their Attacks characteristic, but cannot make shooting attacks of any kind.
  • Aegis Protocol: All Kastelan Robots in the unit have the Feel No Pain special rule.
  • Protector Protocol: All Kastelan Robots in the unit can fire their carapace-mounted weapons twice, but cannot move under any circumstances.

Luminagen

A unit that suffers one or more unsaved Wounds, glancing or penetrating hits caused by a weapon with this special rule counts its cover saves as being 1 point worse than normal until the end of the phase. Furthermore, units can re-roll the dice to determine their charge range against the afflicted unit until the end of the turn.

Master of Machines

In each of your Shooting phases, instead of firing one of his weapons (controlling player’s choice), a Tech-Priest Dominus can choose either to repair a single friendly vehicle that he is in base contact with or embarked upon, or to restore a Wound lost earlier in the battle. To do either, roll a D6. If the result is a 2 or more, your attempt was successful: if repairing a vehicle you may restore a Hull Point that the nominated vehicle lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately. If restoring a Wound, either the Tech-Priest Dominus or any model with the Skitarii or Cult Mechanicus Faction in his unit regains a Wound lost earlier in the battle; this is effective immediately.

Repulsor Grid

Kastelan Robots have a 5+ invulnerable save against shooting attacks. Furthermore, each time a Kastelan Robot is targeted by a shooting attack and passes a saving throw of any kind on the roll of a 6, the shot is deflected. If a shot is deflected, the unit that fired it suffers an immediate hit resolved with the Strength, AP value and special rules of the hit that was originally allocated to the Kastelan Robot, as if it had just been shot at by that Kastelan Robot. A repulsor grid cannot deflect Blast or Template weapons or psychic shooting attacks.

Shock

Whenever a model with this special rule makes attacks with its electrostatic gauntlets in the Shooting phase or the Assault phase, each To Hit roll of a 6 causes 2 additional hits on the target. Snap Shots never cause additional hits as a result of this special rule.

Siphoned Vigour

If a unit that contains one or more models with this special rule completely destroys an enemy unit (i.e. causes the last model in the enemy unit to be removed as a casualty) in the Assault phase, all voltagheist fields in the unit confer a 3+ invulnerable save instead of a 5+ invulnerable save until the end of the battle. This includes catching an enemy unit in a Sweeping Advance.

If several units with this special rule are involved in a multiple combat, be sure to resolve each unit’s close-combat attacks separately to determine which (if any) of the units completely destroy an enemy unit.

Artificer Self-repair Mechanisms

At the start of each of your turns, Belisarius Cawl recovers D3 Wounds lost earlier in the battle.

Canticles of the Archmagos

Below are three Canticles of the Archmagos that can only be used if Belisarius Cawl is on the battlefield. These work in exactly the same way as Canticles of the Omnissiah, except they also affect friendly vehicle units from the Armies of the Imperium within 12" of him, even if they don’t have the Canticles of the Omnissiah special rule.

Cult Mechanicus Special Rules



Harmony of Metalurgy


UnitsEffects
1-3It Will Not Die
4-7It Will Not Die. Make two It Will Not Die rolls for affected units instead of only 1. 
8+It Will Not Die. Make three It Will Not Die rolls for affected units instead of only 1. 

Utterance of Neutralisation


UnitsEffects
1-3+1 Ballistic Skill. 
4-7+2 Ballistic Skill. 
8++3 Ballistic Skill. 

War Hymnal of Fortitude


UnitsEffects
1-36+ invulnerable save
4-75+ invulnerable save
8+4+ invulnerable save

Special Rules


Machine Scourge

A model equipped with this weapon can re-roll the result when rolling to determine the effect of the Haywire special rule.

Quantum Paradox

Each time the bearer fires this weapon, roll 2D6 to determine the Strength of all its attacks that turn, after the target unit has been chosen. If the roll is above 10, any successful rolls To Hit will automatically wound non-vehicle targets and gain the Instant Death special rule, and will automatically inflict a penetrating hit against vehicle targets.

Awaken the Machine

In each of your Shooting phases, instead of firing his weapons, the Enginseer may choose a single friendly Astra Militarum vehicle within 12". That vehicle gains the Power of the Machine Spirit special rule until the end of the turn.

Blessing of the Omnissiah

In each of your Shooting phases, instead of firing his weapons, an Enginseer may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add 1 for each Servitor with a servo-arm in his unit. If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.

Mindlock

Unless it includes an Independent Character, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a roll of a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, and orders issued to it have no effect. A mindlocked unit must still complete compulsory moves, such as Pile In and Fall Back moves.

Tactical Objectives

D6Result
11Praise the Machine God 
12Networked Archeotech 
13Study the Machines of the Foe 
14Reclaim Lost Knowledge 
15The Will of the Omnissiah 
16Destroy, Record, Rejoice 

Codex: Cult Mechanicus describes six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Cult Mechanicus players and help to reflect how the enigmatic ruling caste of the Adeptus Mechanicus and their robotic charges fight.

If your Warlord has the Cult Mechanicus Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16).

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Cult Mechanicus player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Cult Mechanicus Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally.

PRAISE THE MACHINE GOD
Let the energising power of the Machine God surround you – the jubilation of his flock shall be the bane of his foe.
11
Score 1 Victory Point at the end of your turn if you used one of the following Canticles of the Omnissiah during your turn; Incantation of the Iron Soul or Shroudpsalm.
Type: CULT MECHANICUS
NETWORKED ARCHEOTECH
Many ancient treasures have been scattered across this land. Ensure you unite their components wherever they can be found.
12
When this Tactical Objective is generated roll two dice (re-rolling any doubles). Score 1 Victory Point at the end of your turn if you control either of the Objective Markers whose numbers correspond to the results. If you control both these Objective Markers at the end of your turn, score D3 Victory Points instead.
Type: CULT MECHANICUS
STUDY THE MACHINES OF THE FOE
Lay low the unhallowed machine, but leave as much of it intact as possible – there is much we can learn from the wreckage later.
13
Score 1 Victory Point at the end of your turn if at least one enemy vehicle was completely destroyed during your turn, but did not suffer an Explodes! or Crash and Burn! result on the Vehicle Damage table.
Type: CULT MECHANICUS
RECLAIM LOST KNOWLEDGE
You must drive the blasphemers from sites of learning and enlightenment, should it take a thousand years to do so.
14
Score 1 Victory Point at the end of your turn if you control at least one Objective Marker that was controlled by your opponent at the start of your turn. If, at the end of your turn, you control three or more Objective Markers that were controlled by your opponent at the start of your turn, score D3 Victory Points instead.
Type: CULT MECHANICUS
THE WILL OF THE OMNISSIAH
Channel the divine might of the Machine God through your corpus, let his inhuman wrath scatter the foe beyond recovery.
15
Score 1 Victory Point at the end of your turn if you used one of the following Canticles of the Omnissiah during your turn; Invocation of Machine-might, Chant of the Remorseless Fist or Litany of the Electromancer, and you completely destroyed at least one enemy unit during the Assault phase of your turn.
Type: CULT MECHANICUS
DESTROY, RECORD, REJOICE
Direct your guns at the enemy and observe the results as they unleash their fury upon the various forces that oppose you.
16
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your Shooting phase. If both an enemy vehicle and an enemy non-vehicle unit were completely destroyed during your Shooting phase, score D3 Victory Points instead. In either case, if any of the destroyed units was a Super-heavy vehicle or Gargantuan Creature, score an additional 3 Victory Points.
Type: CULT MECHANICUS

Designer’s Note
If you own a deck of Cult Mechanicus Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Warlord Traits

When generating his Warlord Trait, a Cult Mechanicus Warlord can either roll on one of the Warlord Traits tables in Warhammer 40,000: The Rules, or roll on the table below.

D6Warlord Traits
1Reinforced Exoskeleton
Perhaps seeking a sham immortality, the Tech-Priest has installed several layers of subcutaneous fleximetal and extensively reworked his armour so that it is bonded with the bone beneath.
Your Warlord has the Eternal Warrior special rule. 
2Artificer Armament
The Tech-Priest has poured years of his time into the perfection of a signature weapon, lavishing care upon it as an indulgent parent would spoil a child.
Nominate one weapon carried by your Warlord. That weapon has the Master-crafted special rule. Note, however, that this cannot be applied to an item of Arcana Mechanicum
3Masterwork Bionics
Automedicae subroutines and alchymic regeneration elixirs complement the Tech-Priest’s extensive suite of bionics. To him, human flesh is an anachronism, the sad legacy of a civilisation whose time has come and gone.
Your Warlord can re-roll failed Feel No Pain rolls. 
4Archeotech Specialist
The Tech-Priest has spent long years learning the likely resting places of priceless artefacts and how to turn them to his advantage.
When your Warlord, or his unit, discovers a Mysterious Objective, instead of rolling to identify it, you can choose which result on the Mysterious Objectives table to apply to that objective for the rest of the game. 
5Inside the Mind of the Machine
The Tech-Priest can cow the savage battle spirit of enemy war machines.
Your Warlord’s close combat attacks have the Haywire special rule. 
6Layered Psalm-code
The Tech-Priest uses binharic cant and hisflesh-voice in tandem, leading those nearby in uplifting hymns to the Omnissiah’s glory.
When you choose a Canticle of the Omnissiah, your Warlord and his unit always benefit from the highest level of effect of that Canticle (i.e. the effect listed for having 8+ units), irrespective of the actual number of friendly units with the Canticles of the Omnissiah special rule currently on the battlefield.